Sooooo Toon Link. I'm sure anyone who's played For Glory has faced this guy at least a million times. Unfortunately, I only have experience in the
For Glory Toon Link Matchup. Most of these guys can be beaten by simply blitz'ing them as they go for the inevitable dair. Usmash to catch their roll, flamethrower to negate the spam.
Assuming the Toon Link is good, I can only theorycraft. I believe this is a matchup that we want to play at mid-close range. Our goal in the neutral should be to either be 1. Right next to Toonlink, applying pressure in CQC or 2. At close-midrange, just close enough to threaten him with a flamethrower. Toon Link's win condition in this MU is to keep us at a distance, he can't afford to take too many hits, he's light and gets KO'd easily. Especially with his tendency to put us into rage. Charizard has better tools at midrange. Toon Link's areals at this range are fairly sheildgrabbable, and flamethower at this range will beat out everything but his bombs. If we manage to move into close quarters, charizard wins with his superior jab and longer ranged tilts. I suggest not neglecting ftilt in this MU, it's a disjointed hitbox that allows us to contest with Toon Link's sword moves.
If Toonlink is airborne, he's fairly easy to juggle, provided he isn't holding a bomb. Just watch out for the dair, as he might try to toss one out when you least expect it. Flamethrower and Nair gimps are especially effective against recovering toonlink.
Things to Avoid in this MU:
Do not try to beat Toon Link's charged arrows with Flare Blitz, it'll stop you in your tracks, and you'll end up taking on unecessary damage.
Flamethrower is an effective mid ranged tool against Toonlink, however be wary of leaping over boomerangs and commiting to it, they will hit you on the return voyage. Short bursts of fire in these sitations are a good source of disruption.
Try to avoid playing overly patient in this MU. Toonlink excells at controlling the pace of the match, you can play patient at mid-range. However when toonlink has you at a distance,your goal is to close in and get into that magic zone that charizard works best at.
Stages to Avoid:
Final Destination - Big Stage. No Platforms. Toon Link's projectiles cover a ton of options here. He has plenty of room to move around.
Duck Hunt (?) - Similar to FD, but with grass and tree platforms. I put a "?" next to this stage because the ducks might possibly inturrupt his projectile game. I'm not certain of this.
Town and City - This can go either way. It's a fairly flat stage with plats near the celing which can aid in camping. However the low ceiling allows us to get Upthrow kills more easily, especially with rage.
Omega Stages - Same as FD. Big stage with no plats, which Toon Link Likes
Counter Picks:
Lylat Cruise - Very small, cramped stage gives Toon Link little room to run away. The tilts can inturrupt Toon Link's projectile game, making gettign in that much easier. Charizard's Nair and Usmash do an amazing job of covering the platforms, while they protect us from Toon Link's bomb/boomerang spam from the air. Note: Flamethrower is significantly more effective here when aimed down a slope as opposed to up a slope
Battlefield - Charizard generally loves this stage due to his ability to cover platforms well. These plats give us cover from Toon Link's spam. While they also give him cover from above while camping, the same can be said for us when using Flamethrower defensively (bombs still pose a threat however).
Halberd - Fairly neutral stage with a low ceiling. Can be useful for ending his stock with a Usmash or Uthrow.
Overall I'd rate this MU as even, but can swing in either direction depending on stage choice.